Video Game / StarCraft II: Legacy of the Void

"My life for Aiur."
Zeratul

The third entry (and second expansion pack) in the Starcraft II trilogy. Following the events of Starcraft II Heart Of The Swarm, with Kerrigan disappearing to prepare for the battle against Amon, a united force of Khalai and Nerazim Protoss, under the command of Hierarch Artanis, amass a fighting force known as the Golden Armada. With it, they hope to reclaim their desecrated home planet of Aiur from the clutches of the Zerg that overran it during the events of the original Starcraft. However, their fight will not end there — they will be thrust into the conflict with Amon, with the stakes being the existence of the very universe itself. It is released on November 10, 2015.

Predating the release of the game itself, Blizzard released "Whispers of Oblivion," a three-mission prologue to the story of Legacy of the Void. Its focus is on Zeratul as he attempts to determine the role that his people are meant to play within the prophecy that foretells of Amon's return.

Blizzard's decision to choose to release the expansion pack on the same day as Fallout 4 was controversial to say the least, and it did come back to bite them hard. Despite trying to build-up hype with cinematic shorts and teaser trailers, the Media quickly lost interest and shifted their focus to Fallout 4 on November 10 simply because it was the most hyped on the bunch (Square Enix was also affected for simply choosing to release Rise of the Tomb Raider on the same day), and those who're not following the franchise closely weren't even aware that the expansion has been released (even with Blizzard sending out an e-mail announcing the release to all Battle.net players who have bought the other SC2 episodes, who knows how many ended up in the spam folder). However the dedicated fans of the franchise were aware of the launch enough that it sold 1 million copies on launch (even if that's paltry compared to Fallout 4's 12 million), and word is slowly getting out now that the Fallout 4 hype is starting to die down.

Also worth noting is as of this release, the game engine has been updated to become modular and Blizzard has started treating the expansion packs like "episodes", one can buy and play Legacy without even owning Wings. The same is made true for Heart. However, the recommended play sequence is by release date due to the story progression, and to be able to fully comprehend and enjoy the story.

Warning: The page might refer to events from StarCraft II: Wings of Liberty and StarCraft II: Heart of the Swarm without spoiler tags.


Tropes appearing in Legacy of the Void include:

  • Advancing Wall of Doom: An indirect one in the Harbinger of Oblivion mission Where you must destroy the four void shards before the advancing wall of void energy crushes Kerrigan's swarm completely and a direct one in part 3 of the Templar's return mission, where you must get to the Psi matrix crystal and destroy it before the wall of Psi energy reaches you.
  • The Aesthetics of Technology: Played with. The Templar who were put in stasis onboard the Spear of Adun have a more archaic appearance given that they're from another era in the history of the Protoss. While the Purifiers exhibit a sleek, elegant design as opposed to the more Used Future aesthetics of Terran machinery.
  • Androids Are People, Too: The reason of the Purifiers' rebellion is largely due to (the lack of) this- the Protoss simply did not treat them as equals. Remember that Purifiers are effectively Protoss Androids that have the memory imprints of a Protoss that have lived at one point in the past. Being suddenly told that you're now an Android and suddenly no longer member of the Templar caste can be a tough pill to swallow.
  • A Taste of Power: Justified in the first mission as the Protoss are going all-out in retaking Aiur and thus throwing as much of their arsenal as they could muster to bear, which unfortunately makes it easier for Amon to control most of the protoss by corrupting the Khala.
  • Alien Non-Interference Clause: Apparently, the Xel'naga were firm believers of this, allowing life to achieve ascension at their own pace and by their own means after being seeded throughout the universe. Artanis realizes that this revelation implies that the uplifting of the Protoss was illegal, which meant that it had to have been a renegade Xel'naga who the Protoss worshipped. Guess how many renegade Xel'naga there are.
    • Rohana also reminds Artanis that this is Protoss Law as well, chiding him to not interfere with a human war since the law forbid interfering with "lesser beings" unless there was a threat to the Empire. His response was that Humans were not lesser beings at all.
  • All Your Powers Combined: Thematically done in the Epilogue. At last, all three races unite together to enter the Void and fight Amon.
  • A.I. Is a Crapshoot: The Purifiers are a robotic race engineered by the Protoss in the past. After a failed rebellion however, they were deemed too dangerous and sealed away. At least until Artanis reactivates them.
  • Anti-Frustration Features: If you happen to come across the enemy's main base and destroying it is not necessary to complete one of the mission objectives, you will be warned before you suffer too many casualties.
  • Apocalypse How:
  • Ascend to a Higher Plane of Existence: Kerrigan, and possibly Raynor as well depending on how you interpret the ending.
  • Ascended Meme:
    • A common Protoss strategy in multiplayer is the Proxy Pylon rush, where a player will send a probe to build a pylon outside the opponent's base, build units there, and attack. The Spear of Adun has not only one ability, but two - the player can choose between dropping a pylon anywhere (within sight of a unit), or dropping a pylon and two stalkers and two zealots.
      • It's also the strategy employed in the opening cinematic.
    • The Deathball is another common strategy, which involves massing gateway and robotics facility units and going all-in. The first mission does just that - only you start the game with the deathball - and get reinforcements along the way - no buildings needed
  • Arc Words: There's nary a main character who doesn't use the phrase "As One" at some point or another throughout the game. It's practically Artanis' Catchphrase. Lampshaded by the Dark Archon, which causes affected units to globally chant "We are as one" each time it uses its Mind Control ability, which gives the player permanent control of an opposing team's unit.
  • Awful Truth: The protoss were uplifted by the Xel'Naga, yes. The problem is that said Xel'Naga was Amon himself, the uplifting was not the usual MO of the xel'naga, and the Khala (the original link, not the philosophy) was meant as a tool to enslave the protoss.
  • Back for the Finale: In a meta example, the soundtrack of Brood War, which has been included in the game.
    • The Xel'naga temple in Brood War is brought back and used to destroy Shakuras.
    • In the epilogue, the heroes of all three races fight together to defeat Amon once and for all, with their full power-ups and upgrades from their respective campaigns.
  • Badass Boast: Artanis makes a good one while facing down Amon on Ulnar:
    Artanis: My will is not so easily broken, Amon! The First Born shall fear you no longer!
  • Bag of Spilling: Most of the units the Protoss have access to in the opening mission are quickly lost when Amon corrupts the Khala and takes control of most of the army. Artanis rebuilds his forces over time; presumably, the delay in getting your immortals and phoenixes back is due to the Spear of Adun requiring time to get powered to a point where it can reliably mass-produce them, and/or training the ancient warriors in stasis on the ship to use the new technology.
  • The Battlestar: The Spear of Adun, despite being mostly a transport, is far from unarmed. As it can carry entire Carrier fleets and motherships, and has a built-in war factory in creating new weapons, structures and units.
  • Big Bad: Amon, as well as being the Greater Scope Villain of the series.
  • Big Badass Battle Sequence: The first mission has you in the middle of one, the skies overhead filled with Protoss craft and Zerg duking it out.
  • Big "NO!": Amon at the end of "The Host" mission as the protoss armada destroys his host body.
  • Bittersweet Ending: Especially for Jim Raynor when two years have passed. Yes, he overthrew the tyrant Mengsk, defeated Amon, and helped bring peace to the Koprulu Sector. However, many of the people he fought alongside for his crusade for justice are gone; Tychus and Zeratul are dead, Matt Horner and his Raiders have moved on, and Kerrigan has ascended to being a Xel'naga.
  • Blade on a Stick: The Aiur subtype of Zealot is armed with these. It allows them to perform a Spin Attack.
  • Blue Is Heroic: You're blue the whole time. The reformed Terran Dominion and Kerrigan's Swarm are a shade of blue as well..
  • Book Ends: Several times.
    • The first and final missions both take place on Aiur. The first mission of the game involves the Protoss reactivating Aiur's warp conduits to warp in their fleet; the first mission of the last mission chain involves them destroying the psi matrix to stop Amon from warping in the fleet.
    • The final mission has the Protoss guarding the Xel'Naga artifact as it charges energy, identical to the end of Wings of Liberty, where the terrans did the same thing .
    • The ending of the epilogue is the same as the beginning of Starcraft II Wings Of Liberty and even the original Starcraft - Jim, as a simple marshal, is sitting alone, depressed, drinking and thinking of Sarah. Suddenly, a door opens and someone comes to get him out, toward new adventures. His last words are the same as Tychus's first words said in the series: "Hell! It's about time!"
  • Boring but Practical: The passive ability for robotic/mechanical units to self-heal. It's a late tech for the Spear of Adun, and costs 100 solarite. But, use it and even your mechanical zealots can start self-healing the moment their shields drop. Also, the automated Assimilators for harvesting vespene. Not flashy, but darn useful.
  • Brainwashed and Crazy: Whispers of Oblivion and the short story "Sector Six" imply that what's left of the Moebius team is under Amon's thrall.
    • Also happens to the Protoss when Amon corrupts the Khala. This includes Artanis.
  • Break Out the Museum Piece: Over the course of the campaign, the Protoss not only bring the Spear of Adun into commission, but also redeploy mothballed arsenals against their enemies, including familiar units like Dragoons. It's also justified in that the Spear of Adun makes it possible to manufacture and equip weapons hailing from Aiur at its zenith.
    • Add to that the Zerg bringing back aerial queens and sunken/impaler colonies. These units, however, were entirely part of the brood that Amon conrtrolled, not a part of Kerrigan's Swarm
  • The Bus Came Back:
    • Wings of Liberty and Heart of the Swarm had stories focusing mostly on the conflict between Terrans and Zerg; the Protoss did show up, but they had a minor role, and those who showed up were either Zeratul (who only came to provide vague foreshadowing about the prophecy and Amon's return), colonists and the Tal'darim, while the Protoss society on Shakuras barely gets more than a few mentions. Legacy of the Void focuses on them and their struggle against Amon. This was quite justified because Artanis spent years planning the reclamation of Aiur, and could not do that as long as the Zerg Swarm and Terran Dominion were still a threat.
    • Almost all the Protoss units that were available to build in Brood War but not in the second game come back in Legacy of the Void. The only exception is the Scout, which remains as an enemy-only unit.
  • Call Back:
    • The new UI changes in patch 3.0 brought back the iconic campaign selection of the original and its expansion.
    • The first mission of the campaign harkens back to the first mission of Brood War. In Brood War, a small band of Protoss were fighting their way through the Zerg on Aiur to reach the Warp Gate and escape the planet. Here, a large army of Protoss are fighting their way through the Zerg on Aiur to reach the Warp Gate and reinforce their numbers.
    • A lot of Amon's dialogue harkens back to his lines from "In Utter Darkness" in Wings of Liberty. Artanis also gives a speech late in the game that paraphrases his speech in the same mission, and several of his quotes as a hero unit on-foot are paraphrases of his unit quotes as a Mothership in that mission.
    • The missions on Aiur feature many locations from the original game, including the Citadel of the Executor, the Heart of the Conclave (their base in Protoss Mission 7), the Xel'Naga Caverns from the Dark Templar Saga novels, and the Xel'Naga Temple Grounds. The Overmind's corpse is also revisited again.
    • The Xel'Naga Temple on Shakuras is revisited, and it still has two mineral fields and a chasm surrounding it. The mission concerning it is also very similar to the end of the Brood War Protoss campaign.
    • In the game's penultimate mission, Kerrigan bequeathes control of the Swarm to Zagara, reminding her to remember her "lessons", referencing a recurring gag in Heart of the Swarm.
    • A more subtle one, but the epilogue have you control successively the Protoss, Terrans and Zerg, in that order. That is exactly the order in which the campaigns took place in Brood War. The campaign orders of StarCraft II as a whole follow StarCraft I's: terran, zerg then protoss.
    • Introducing the Colossus to the player, Fenix says "Ah, I have heard tales of the mighty colossi..." which references the similar quote Zeratul used in the Echos of the Future Protoss mini-campaign of Wings of Liberty
    • A very subtle one occurs between Narud and Stukov. In the first epilogue mission, the latter says "I've come to say goodnight, you son of a bitch.", which is exactly what the former tells him to do in the 7th Terran mission of Brood War ("Say goodnight, Stukov!") before attempting to kill him. It gives Stukov wonderful closure.
    • The final mission in Wings of Liberty involves holding out endless zerg forces until the Xel'Naga artifact is fully charged. The final mission in Legacy of the Void's main campaign involves holding out endless zerg forces until the Xel'Naga artifact AKA the Keystone is fully charged. Also counts as a call back to "In Utter Darkness", just with a different ending, and Protoss forces taking the hybrids' place.
    • The epilogue missions use the briefing, battle and battle results interfaces of each game in the trilogy - the first mission uses the Legacy of the Void style, the second uses the one used in Wings of Liberty, and the third one uses the one used in Heart of the Swarm. You also get to used a setup that can be obtained in each game's campaign mode, albeit your setups will not carry over, and are actually fixed.
    • The Nerazim Annihilator's quotes and his mention that he fought against the zerg in Shakuras long ago imply that it is the standard Dark Templar unit from Brood War.
  • Canon Immigrant: In Heroes of the Storm, one of Raynor's heroic abilities was summoning back-up in the form of a pair of banshees, the upgrade converting them into Dusk Wings, and one of Zeratul's basic moves was a strike with his blade For Massive Damage.
  • Chekhov's Gun: The Xel'Naga artifact appears again and is critical to the plot of the game.
  • Colony Drop: One of the missions shown is about preventing an orbital platform from crashing into a city.
  • Color-Coded Armies: The Nerazim are green and silver, the Tal'darim are red and black, and the Purifiers are silver and orange/yellow. The Khalai, as usual, are still gold and blue.
  • The Computer Is a Cheating Bastard: In the final epilogue mission, your allies can upgrade their weapons and armor up to level 4. Behold Jackson's Revenges with an armor stat of 7 or Wrathwalkers that can deal over 240 damage to buildings in a single hit.
    • Many, many missions can be this at higher difficulty levels. Imagine having access to only phoenixes when the computer has access to carriers and even battlecruisers. And they apparently have build times many magnitudes faster than your base's.
  • Contrived Coincidence: The Daelaam constantly stumble across caches of solarite to use for the Spear of Adun, despite Artanis implying in an early cutscene that it's an antiquated material that isn't used much anymore.
    • Lost Technology: By the same token, technology which requires the use of solarite is implied to be much better than what the Daelaam currently have, but is not in current use for a long time. Thus, not only was solarite technology largely lost until recently, even the means of finding them have been largely neglected.
  • Cool Starship: The Spear of Adun, Artanis' flagship.
  • Curbstomp Battle: The first level is a tutorial based on giving the player a massive number of free units to reclaim Aiur with. The zerg infesting that area on Aiur all die accordingly, but Amon may have something to say about that...
  • Cutscene Power to the Max: Subverted, Artanis' seeming use of a Limit Break in the "Alone" cinematic seems like this, and then you later learn he actually has an ability that does exactly what's depicted on screen. See Gameplay and Story Integration below.
  • Dawn of an Era / End of an Age: By the end of the main campaign, an new era has dawned for the Protoss, whereby robots (Purifiers) would be counted as protoss and as equals and the Khala, a tool of enslavement devised by their uplifter, Amon, was abandoned.
    • The Terrans have this as well. Valerian taking the throne at the end of Heart was the crucial first step, but stopping Amon for good allowed the reconstruction and healing process to gain speed, as Amon was attacking the Dominion with both Moebius Corps and the Golden Armada before he was banished back to the Void.
    • Lampshaded- you get the "End of an Era" achievement for completing the campaign (assuming you also completed Wings and Heart beforehand).
  • Death from Above: Your Arkship comes with an Orbital Bombardment option (Orbital Strike) that Karax will eventually bring online and is already crazy-powerful, and you gain the second (Purifier Beam) deeper into the game. You can take it Up to Eleven and purchase more powerful ones (Solar Lance and Solar Bombardment respectively) as you progress in the game.
  • Demoted to Extra: Ironically, despite being a Protoss expansion, several pre-existing Protoss figures were taken out of the spotlight.
    • Zeratul, who is around for only two missions. Not to mention that he dies at the end of the second one.
    • Selendis was trapped and corrupted by Amon when he seized control of the Templar, and spends most of the game Out of Focus.
    • None of the Protoss first introduced in "In Utter Darkness" appear in-game. At least, Mohandar was mentioned in a short story leading up to Legacy. His death is why Vorazun is in the Twilight Council. Urun is a straight case of What Happened to the Mouse?.
    • Among units, the Warp Prism is never available to the player, although it seldom appears as a non-controllable unit in the campaign. Given the Spear of Adun can warp in Pylons for free every once in a while, and the Energizer can create power fields, it can be justified by the fact it would be redundant.
  • Developers' Foresight: The Dark Archon returns in the Campaign Mode. You can use his Mind Control ability, which almost works like his Mind Control ability in Brood War. However, like the Heart of the Swarm Campaign, the build function of Drones and SCVs will be disabled and Infestors will not allow you their "Neural Parasite" ability, though SC Vs are useful in repairing your mechanical units.
    • Even before the player can use flying units, enemy terran and zerg bases contain missile turrets and spore crawlers, preventing the player from trivializing the missions by just using permanently cloaked dark templars.
    • When Fenix takes the new name Talandar, all references switch at that point: summon ability, script subtitles, and even tooltips change the instant you talk to him before that last mission.
  • Diabolus ex Machina: For the Protoss. The campaign starts with them reclaiming Aiur... then Amon comes and corrupts their racial psionic link, forcing Artanis and his forces to leave the planet again with most of their surviving population in the Spear of Adun.
  • Did Not See That Coming: Artanis and Zeratul are completely caught off guard when Amon corrupts the Khala. Neither thought that Amon would be able to so completely derail the invasion of Aiur.
  • Did You Just Punch Out Cthulhu?: The final boss; he even LOOKS like a Cthulhu! Turns out all Xel'Naga look like that. Amon still has Red Eyes, Take Warning, however.
  • Disc One Final Dungeon: Ulnar. It's a massive Xel-Naga construct world floating in a rift between universes, where nothing is supposed to be able to go without being destroyed. It is supposedly the origin point for both the Xel-Naga and all life in the universe, and Artanis is directed to go there and awaken the Xel-Naga so they can crush Amon. And when you reach it, you can clearly see that you have not yet unlocked fully half of the game's units.
  • The Dog Bites Back: Stukov gets revenge on Duran/Narud for causing his death and infestation by the Zerg. Dealing the killing blow to him in the void and killing him for good.
  • Downloadable Content: Blizzard also announced a post-release content with the game's engine as a throw back to Starcraft: Ghost, titled 'Nova Covert Ops', obviously featuring the Dominion Ghost Nova and it's confirmed as an extra epilogue after the main story ended. It made the most sense as Nova isn't that heavily linked with the Protoss overall, and the main storyline of Legacy is about the Protoss race.
  • Earn Your Happy Ending: The Big Bad, Amon is killed by ascended Kerrigan, Valerian overthrows his father, Emperor Mengsk, and became the Dominion's emperor (since the end of Heart), leading humans into a new age of peace and prosperity, the Zerg survived and are under the control of Zagara, the protoss reclaimed Aiur and start rebuilding their civilization. Although Alarak refused to join the reunited protoss race and left with his people for a new home, he allowed his men to choose between leaving or staying. Lastly, though Kerrigan ascended to Xel'Naga, she reunites with Jim at the end.
  • Earth-Shattering Kaboom: The Protoss destroy Shakuras to prevent Amon's forces from capturing it.
  • Evil Knockoff: The Shadows of the Void are Red and Black and Evil All Over versions of the units of the three playable races. They come from the Void, and they become weak if there is not a Void energy source nearby, such as in Slayn. When they are found on Aiur and in the Void itself, they are as powerful as the real units, thanks to them being spawned from Void objects.
  • Expansion Pack: Was intended to be a traditional one at first, but due to Blizzard switching the engine to a modular design with version 3.0, the game is now episodic and one can buy and play this without buying Wings of Liberty or Heart of the Swarm.
  • Fantastic Caste System: The Protoss have three castes: Judicators (priests and rulers), Templar (warriors) and Khalai (workers, mostly unheard from in the game). In this game we meet a distinguished Khalai, Phasesmith (Engineer) Karax, who is in charge of restoring the Spear of Adun. After he is required to lead an assault against the Moebius Corp's base while the Templar are defending the Spear from an attack Artanis makes him an honorary Templar. And considers dismantling the caste system entirely.
  • Fantastic Nuke: Remember Kerrigan's Apocalypse power? Well, after her transformation into a Xel'Naga, it is upgraded to a form that cleans up the entire damn map.
  • Five-Man Band
    • The Hero: Artanis - Daelaam Hierarch
    • The Lancer: Vorazun - the Matriarch of the refugee Nerazim who help the Daelaam fight Amon.
    • The Big Guy: Fenix/Talandar - a brute purifier dragoon who is even one of the Solar Core's upgrades
    • The Smart Guy: Karax - overseeing the solar core upgrades and reverse engineering the keystone artifact
    • The Chick: Rohana - who can also qualify as The Smart Guy as she oversaw the unit selection at the war council.
    • Sixth Ranger: Alarak - the Tal'darim highlord who arrives late, helps out, uses Artanis for his own cause, then goes off to settle his own world with his people.
  • Flaunting Your Fleets:
    • In the background of the War Council, more and more units walk and fly by as you advance through the campaign.
    • Whenever a fleet is in orbit around a planet, it will be shown.
    • The Golden Armada actually becomes a plot point in the last set of missions of the main campaign. One mission requires you to stop Amon from warping them back to Aiur to aid him, while the armada itself attacks the Spear of Adun in the last mission, disabling its capabilities slowly, but surely.
  • Foreshadowing: At the start of the second mission in the main campaign, Zeratul discovered that his trusty Void Seeker had been destroyed. After the end of the mission, he would be dead as well.
  • Gainax Ending: Raynor is shown in the bar on Mar Sara, when he hears Kerrigan's voice call for him, and he sees her walk into the bar and stands to head towards her. The epilogue says his badge was found in the bar, but Raynor himself was never seen again. It's implied he Ascended to a Higher Plane of Existence with Kerrigan so they could be together, but it's also possible she lowered herself back into a mortal form to be with him and he just took off with her to live a quiet life together like he said he planned to one day. Or, really, however else you want to interpret his disappearance: he had a vision of Kerrigan and went to look for her, he's gone crazy and is suffering from PTSD and wandered off somewhere, etc.
  • Gameplay and Story Integration: An early cutscene has Artanis fighting off Zerg that eventually overwhelm and swarm him as he lays on the ground, when suddenly he reignites his blades and blasts them away to stand up again. When you take control of him as a hero unit later in the game, you'll recognize that as his Resurgence ability; when his HP hits zero, he rejuvenates to full HP and shields and releases an energy blast that knocks enemies back.
  • Gameplay and Story Segregation: a later mission involves Artanis destroying the Psi Network which allows the protoss to warp structures to anywhere in the Koprulu Sector from Aiur. Thereafter, Artanis' protoss are... still able to warp in structures. (In fairness, the Spear of Adun might have its own private Psi Network. And besides, we were still able to do it during the early missions of Brood War, when we were still struggling to get the Khalai Remnant from Aiur to Shakuras. The Psi Network has never bothered to observe current events before, so why start now.)
  • Godzilla Threshold: Repeatedly invoked: with the threat of a rogue Xel'Naga leading an army of Hybrid to destroy the galaxy now very real, Artanis makes it clear to anyone who doubts that now is the time to play every card they have if they're to stop Amon.
    • The Spear of Adun, as well as the other two existing arkships, are meant to preserve the Protoss from complete extinction. Thus, to ensure they would not be meaninglessly squandered, they were buried and staffed with entire armies in stasis so that they couldn't be used until the very hour they were needed. The Daelaam survivors unearthing the Spear of Adun in the wake of Amon and The End of the World as We Know It is the sign that the Protoss have crossed this threshold.
    • One of the greatest sacrifices a Protoss can make is severing their nerve cords to cut them off from the Khala, but they resort to it because it's the only way to save them from Amon's corruption of the Khala.
    • The Purifiers were sealed in stasis, considered too dangerous to use after their rebellion. Artanis unseals them because they need the help. And even before then, the Protoss thought it was a good idea to start up a new generation of Purifiers of which 'Fenix' was involved.
    • The Tal'darim, since their arrival on the scene years ago, have been mortal enemies of the Daelaam. But Alarak is offering a deal that will take them out of the war, so even if he's lying, Artanis decides it's worth the risk because they have enough enemies that taking one out of the equation is worth it.
    • Dark Archons, the entities so dangerous they were outlawed for centuries until Aldaris' rebellion and then swiftly re-outlawed after the Brood Wars, are back as psionic warriors. Several other old units cut from the sequel are back with the Hand Wave of "even if they're outlawed/outdated, we might as well, because what have we got to lose?", with the Scout being the only exception.
  • Good Colors, Evil Colors: Every single mission in this game (with the exception of the final Aiur missions and Purifier missions where the other Protoss assist you) have you and your allies with blue or a shade of blue against red (Amon's forces).
  • Grand Finale: The game will not only end the Starcraft II trilogy and cap off the story begun years ago in the original Starcraft, but Word Of God implies it will also end the storyline of the franchise.
  • Head-in-the-Sand Management:
    • Averted in the epilogue. When Kerrigan stated that while Amon may not venture beyond the Void again within their lifetimes, but will eventually return, Jim agrees that they "shouldn't kick the can down the road". Artanis concurs, and all three races enter the Void to confront Amon.
    • Justified in the beginning; although Artanis trusts Zeratul implicitly, he still commences the reclamation of Aiur in spite of Zeratul advising him not to, citing that too many protoss have given their lives to make the invasion possible.
  • Heel–Face Turn: Zig-zagged with The Tal'darim - who are allied with Amon at the beginning of the campaign but after Alarak defeats Ma'lash in ritual combat for leadership with Artanis's support, he and the Tal'darim join forces with Artanis to combat Amon. After Amon is defeated, Alarak declines to join the unified Protoss (He had no intention to). He does give his tribal members a chance to stay with the unified Protoss though, and as promised, he will leave them alone.
  • Heroic Sacrifice: Zeratul gives his life to break Amon's grasp on Artanis.
  • Hoist by His Own Petard: The Protoss are unified by the Khala, which grants them a psychic link to each other. This also makes them easily corrupted by Amon when he hijacks the Khala, allowing him to mind control the Protoss en masse, unless they cut off their nerve cords like the Nerazim Dark Templars.
    • Amon used the Keystone to resurrect himself, but the Keystone played an important part to banish him back to the Void.
  • Human Popsicle: The Spear of Adun has entire armies of Protoss Popsicles.
  • Hyper Awareness: Implied by Dark Templar during the botched invasion of Auir. They were shown defending Phase-smith Karax - who was not capable of defending himself and severed his nerve cords as Amon corrupted the Khala prior to Artanis reaching him. This is implied because we see this off-screen and the Dark Templar may have received instruction from Zeratul when he confronted Artanis (at the time possessed by Amon)
  • Interface Screw: At one point, Amon shuts down the Spear of Adun's power to taunt Artanis...while in the middle of a mission briefing.
  • I Don't Like the Sound of That Place: The homeworld of the Tal'darim is called Slayn, which filled with Terrazine gas geysers which caused the planet to become a Death World.
  • Ironic Echo: The Khala is the racial link that the Protoss have always identified themselves by, and the statement "We are one in the Khala" have become Arc Words. When Amon possesses them, this phrase takes a darker meaning when he repeats it back to Artanis and all the Protoss who have rid themselves of it.
  • Karma Houdini:
    • Alarak is never punished for his actions prior to joining Artanis and ends up becoming leader of his people.
    • Kerrigan yet again. She kills millions as the Queen of Blades and getting revenge on Mengsk, and ends up becoming a god and living happily ever after with Jim Raynor for her troubles. On the other hand, being depowered, lied to that her lover has died, and then being given the hardship to go reclaim her power, not to mention her lover turning her down when she learns the truth and rescue him is probably punishment enough- her Karma Houdini Warranty actually did run out in Heart of the Swarm. Also, it was implied that her action as the old!Queen of Blades was due to Amon's control on her.
    • Could be justified that the heroes are aware that their enemies aren't really responsible for their actions, but are instead being manipulated by the Big Bad Amon.
  • Klingon Promotion: This is how the Tal'darim command structure works, but the challenge has to be declared or it will be considered murder punishable by public and slow execution. Alarak challenges the Tal'darim leader to ritual combat, and with Artanis's help, he is now the new leader of the Tal'darim.
  • Last Stand: The cinematic plays this, with a pair of Zealots and Templars and a lone Probe (which warps a pylon to summon reinforcements) battling against endless waves of Zerg. In the end, the only survivor is a veteran zealot... Until the Pylon finally appears.
  • Late-Arrival Spoiler: Legacy of the Void starts off right after Heart of the Swarm, complete with Walking Spoiler characters and the Foregone Conclusion of the series.
  • Leaning on the Fourth Wall: One of Kerrigan's Stop Poking Me statements is that the past seven years feel more like seventeen.
  • Let's You and Him Fight: Averted; the Protoss spend the entire game fighting exclusively opponents who serve Amon or are connected to Amon in some form, do not waste time fighting the other factions who also are trying to stop him, and whenever the Dominion and the Swarm show up in the campaign, it's as allies. Kerrigan actually defies this trope when meeting Artanis on Ulnar, immediately insisting she isn't his enemy anymore.
  • Loophole Abuse: During the Rak'Shir between Alarak and Ma'lash, the two must confront one another in one-on-one combat and cannot be directly helped by outsiders. However, they can be psionically bolstered by allies, which is where you and the enemy's army comes in.
  • Lucky Translation: Adun is also a Malay word, meaning to mix or to blend, which is quite the fitting name for the Spear of Adun as through the course of the campaign's story, Artanis seeks to rally other Protoss factions, and even the Zerg and Terrans themselves, to form an army capable of defeating Amon.
  • Maybe Magic, Maybe Mundane: Slayn is covered in Terrazine mist from time to time (the same gas that Tosh was trying to steal from the Tal'Darim back in Wings of Liberty). It's known to enhance psionics, but for the Tal'Darim it "brings them closer to the void." When the mists fill the planet, you're swarmed by mirages of Amon's units that seem half-hallucination, half-real.
  • Meaningful Name: Ouros. The Ouroboros is depicted as a snake who's eating it's own tail, which symbolizes the perpetual death and rebirth in several cultures, and Ouros happens to be a shorthand form of the name.
    • There's also Fenix, which sounds a lot like the name of a mythological bird with which he shares a by now regular tendency to return from the dead.
  • Mercy Kill: Amon takes this trope to a nigh-ludicrous extreme. He plans to end the "suffering" of the entire universe.
  • Mushroom Samba: After your initial battle on Slayn, Alarak gets really high on Terrazine and declares jubilantly that he knows you're all going to defeat Amon easily, and he's already done so in his mind's eye a thousand times.
  • No Body Left Behind: A real Tear Jerker when Zeratul dissolves into dust, leaving behind nothing but his blade.
  • Oh Crap!: The phasesmith Karax, who is not a fighter, demonstrates this at least twice:
    • When the last of the Dark Templar defending him is blindsided and eviscerated by a zergling, he exhibits this as the zerg advance on him - until Artanis rescues him. Bonus points for somehow managing this trope without any facial features sans eyes.
    • After Artanis tasks him with leading a battle against the Moebius Corps, his response in acknowledgement was filled with this.
  • The Obi-Wan: Originally, it was intended that Zeratul is going to be the main character, but in the end, the focus shifted to Artanis with Zeratul being that trope (the makers actually mentioned it by name). And just like the original Obi-Wan, he dies at the hands of his friend, Artanis, though manages to save him from Amon's corruption of the Khala.
  • Orbital Bombardment:
    • The "Orbital Strike", "Purifier Beam", "Solar Lance" and "Solar Bombardment" attacks, the former two will unlock as you complete missions and the latter two are upgrades to the former that you can buy using Solarite.
    • The Protoss destroy Amon's physical form by having their entire fleet fire on one spot. The resulting explosion and crater puts all Terran nukes to shame.
  • Outrun the Fireball: Artanis has to outrun a psionic firestorm while battling zerg during the destruction of the Aiur psi-matrix to prevent a warp-in of the Golden Armada.
  • Power Up Letdown: Ascended Kerrigan is supposedly a Physical God with the power of the Xel'Naga. However, it's a huge case of Gameplay and Story Segregation: she's basically just got stronger versions of the same abilities she already had in Heart of the Swarm, and is still easily overwhelmed by handfuls of enemy units. One rather glaring example is that she cannot even fly in-game. Then again, one of her abilities is now capable of wiping the entire map of enemies (with a large cooldown).
    • She does levitate in the final mission in the epilogue. Just.... not high and she still can't cross chasms.
    • When she is first transformed (and Ouros dies), she is big enough to dwarf Artanis and Raynor, but in-game is no bigger than her human or primal form when compared to the game units.
  • Previously On: Due to the game being made episodic in nature as of Legacy, each episode now comes with a cinematic called "The Story So Far", which gives a summary of the story of the game to date.
  • Put on a Bus: The Observer is the only Protoss unit in the game to never show up.
  • Putting the Band Back Together: The Devs stated that the focus of this campaign will be in diplomacy and bringing together all of the Protoss tribes and forces for the final fight against Amon and his minions. Indeed, that was the case as Artanis not only brought the Nerazim back into the fold; he also integrated the Purifiers and allied with the Tal'darim, some of whom decide to stay with the Daelaam in the end.
  • Properly Paranoid: Both Artanis and Zeratul are seriously worried when the remaining Zerg on Aiur fight with tactical coordination, despite being feral, with this worry going further when they discover there are hybrid on Aiur. Turns out that they were right to be worried, because Amon reveals himself to the Protoss a short time later, with disastrous results.
  • Red and Black and Evil All Over: The Tal'darim and Moebius Corps appear this way. In fact, most of your foes are red and black, including the void clones of units from all three factions spawned by Amon and Narud.
  • The Remnant: What's left of the Moebius Foundation have since gone rogue and fallen under Amon's direct control.
  • Rule of Cool: "Co-op Missions" has Blizzard completely throw game balance and fairness to the wind in favor of letting players have access to all the overpowered campaign-exclusive stuff not in melee. The result is spellcasters that spawn with full energy, units that can get all of their campaign-exclusive upgrades as normal upgrades, research times for those upgrades rarely going over a minute and a half, discounts on building and unit costs, and a good chunk of the content listed as a Game Breaker on the YMMV pages for the trilogy.
  • Sacrificial Lion: Zeratul.
  • Sequel Difficulty Spike: The campaign in Legacy of the Void is considerably more challenging than either Wings of Liberty or Heart of the Swarm.
  • Sequel Hook: Through the game presents itself as the wrapping up of the storyline started in Starcraft I and Brood War, there are still potential future plotlines to be explored in the Starcraft Universe.
    • The Zerg under Zagara forcibly lay claim to the systems surrounding Char.
    • Highlord Alarak declines an alliance with the unified Protoss, and his people leave Aiur to establish their own homeworld.
    • There's a resurgence of life on barren worlds in the Koprulu Sector.
    • The UED has yet to return.
    • Niadra is still out there somewhere, with still-standing orders to exterminate the Protoss.
    • Already, Blizzard has stated that they will have 3 post-game DLC campaigns. The first focuses on Nova.
  • Scenery Gorn: At some point, the Dominion capital of Augustgrad is attacked by Moebius. This is the result.
  • Screw Destiny: The Terrans, who clearly become a wildcard that the Xel'naga prophecies never really put into account. Which is lampshaded by Raynor, pointing out how he doesn't really believe in fate. This includes Kerrigan - who didn't believe in Zeratul's prophecy but did ascend to Xel'naga because "there is blood on [her] hands" and she fought for freedom.
  • Sealed Army in a Can: The Protoss in stasis on the Spear of Adun, much needed after most of the Templar are controlled by Amon. The Purifiers as well, who require a bit of negotiation before they're willing to fight for you.
  • Shoot the Shaggy Dog: Another one just right after Heart of the Swarm. Remember how you spent much of Brood War protecting Shakuras? Well, said planet gets destroyed about four missions into the main part of the expansion pack...
  • Shout-Out: See the page.
  • Solid Gold Poop: One of the bonus objectives in the Rak'shir campaign mission is that there are creatures on the planet Slayn that are somehow imbued with solarite. On completion of the objective, it is explained that the solarite are the result of the digestive systems of said creatures in the planet. From the tone of his reply, Artanis is disgusted by the revelation. Yes that's right, Protoss ARE aware of toilet humor and euphemisms.
  • Taking You with Me: Artanis invokes this. Even if the Protoss were doomed before Amon, he'd make sure to take him down with them.
  • Timed Mission: The campaign is lousy with them, but the dev team got creative with their implementation. You'll be racing a giant beam of death to a goal, or escaping some sort of creeping threat, but very rarely is it ever an old-fashioned arbitrary countdown.
    • All missions in Co-Op mode are timed. You have to destroy stuff before it leaves the map or before it activates, or protect something until time is up.
  • Tragic Keepsake: Artanis holds on to Zeratul's warp blade after the latter's death. It even shows up in the main menu while the campaign is active for the first time, switching back to his blue blade after the campaign ends
  • Trauma Conga Line: Surprisingly, it's the terrans who get hit by this, rather than the protoss. After the ruinous civil war between Arcturus and Valerian at the beginning of Heart and damage caused by the Swarm's attacks throughout Heart, Valerian and his team hardly have time to catch their breaths and rebuild before Amon throws Moebius Corps and the freaking Golden Armada at them.
  • Vocal Evolution: Patrick Seitz's Artanis is much improved from Wings of Liberty.
  • We ARE Struggling Together: This is one of the main problems in the game; the protoss have trouble getting along with one another and with the zerg, and must do so in time to face Amon.
    • In a twist of irony considering the rest of the series, all such conflicts are between protoss factions. Raynor's forces and Kerrigan's swarm are only too happy to work alongside Artanis. Selendis (her sane self being absent throughout the conflict) is still suspicious of Kerrigan.
  • We Have Reserves: Kerrigan runs out of hers in this game. She states outright that her Swarm suffered catastrophic casualties covering the Protoss on Ulnar, and needs time to rebuild. Consequently, she's not seen for the rest of the campaign, until the epilogue.
  • Well-Intentioned Extremist: That's how Amon portrays himself as. Rohana quickly notices it's not the truth.
  • What Happened to the Mouse?: The opening cinematic / Reclamation trailer shows a part of five protoss making landfall on Aiur: two Zealots (one with a scar over one eye), two High Templar, and a Probe. The Probe plants a proxy Pylon... and is never seen again.
  • The Worf Effect: The trailer shows Kerrigan being flung around by a Hybrid. The actual campaign somewhat subverts it; seems she was fighting its kind for days by then, so she's probably not exactly at her peak, and the battle even opens with her killing one hybrid, and she also deals the killing blow to the current one when Artanis buys her a few moments to recover.
  • Yin-Yang Bomb: Trailers prominently show Artanis wielding a psi blade on one wrist and a warp blade on the other. A keen eye will notice that the warp blade is Zeratul's.

Alternative Title(s): Legacy Of The Void